#pragma strict

function Start () {

}

function Update () {
	//transform.Rotate(0.05 * Time.time, 0.05 * Time.time, 0.05 * Time.time, Space.World);
	//transform.Rotate(0, 0.05 * Time.time, 0);
	//transform.Rotate(0, 0.05 * Time.time, 0, Space.World);
	
	/*
	var direction:Vector3 = new Vector3(1, 1, 1);
	direction.Normalize();
	Debug.Log(direction.x + " " + direction.y + " " + direction.z);
	transform.LookAt(direction);
	*/
	
	var rot:Quaternion = Quaternion.AngleAxis(45, new Vector3(1, 0, 0));
	var direction:Vector3 = new Vector3(0, 1, 0);
	var offset:Vector3 = rot * direction;
	offset.Normalize();
	var lookat:Vector3 = transform.position + offset;
	//transform.LookAt(lookat, new Vector3(0, 1, 1));
	transform.LookAt(lookat);
}